splatter

Paulo HP Bender said:
You would need to create gibs for each enemy and make it spawn those gibs (probably with random velocities) in it's DEATH animation.


Would something like these be headed in the right direction?

121715502_10157144304942101_7884557493478030018_o.jpg


121683638_10157144304902101_4477917418722422457_o.jpg
 
It depends. Do you want the pieces of flesh to be thrown away in the screen? Just the blood splatter as a hitflash? Particles dripping blood everywhere? It all depends on how much work you're willing to put in your project.
 
Paulo HP Bender said:
It depends. Do you want the pieces of flesh to be thrown away in the screen? Just the blood splatter as a hitflash? Particles dripping blood everywhere? It all depends on how much work you're willing to put in your project.

I like the top pic the best that would work....I thought about cutting a small part of the middle out and then making several pieces where the cuts get a little larger in each frame until it expands into the full splatter and the last frame the entire pic is visible and you have that whole mess in the pic....so it kind of starts out small but in separate sprites all explodes into something bigger each shot? LOL am I making any sense? lol
 
I'm not sure what exactly you meant.... but I can imagine all sort of mess.

Anyways, it's best to start with one animated blood explosion. Code this as seperate entity so when entity dies, it spawns this explosion while playing blank frames. That way you get nice death effect without palette issues ;)
 
Bloodbane said:
I'm not sure what exactly you meant.... but I can imagine all sort of mess.

Anyways, it's best to start with one animated blood explosion. Code this as seperate entity so when entity dies, it spawns this explosion while playing blank frames. That way you get nice death effect without palette issues ;)

Bloodbane
The main character is going to be a monster hunter....kind of like Van Helsing meets Clint Eastwood's character stranger from High Plains Drifter with a touch of the Man with No name from The Good, the Bad, the Ugly.  Mysterious but tough....kind of the tough guy, but thief with a heart of gold.  I would like to in some cases depending on maybe the health of the enemy entity and the impact of the gunshot or attack that it would really be cool to have to enemy entity splatter blood and/or parts. If it's not possible it's okay but it sure would be a neat idea and I thought it would add to the fun and excitement for the player in slaying a gargoyle or demon. I can settle for blood but would the character just disappear? Can you tell me more about animated blood explosion that doesn't sound bad....I just wanted to add a little gore to the monster killing.

Also do you think if I only used a single pic like this one (see below) since the color is limited I might be able to avoid a palette nightmare? Because I really like this and this would be enough to serve the purpose . Perhaps some kind of explosive kill as your mentioned and then the sprite change/transform to the bloody mess as in this photo. Or if nothing else when he explodes maybe a pic like this could be what remains? Maybe the transition could be done really fast? I understand limitations and always willing to settle for what can be done. One example that comes to mind if the crate boxes from GI joe once they get shot you have a damaged sprite of the box....it wouldn't have to be too complex....




121715502_10157144304942101_7884557493478030018_o.jpg
 
Hmmm.... have you made simple explosion entity like this:
Code:
name	 	XplosX
type	 	none
lifespan	2
nolife		1
setlayer 	100000
candamage	player enemy obstacle npc
subject_to_gravity 0


anim	idle 
	delay	5
	offset	76 105
	quakeframe 0 4 1
	sound	data/sounds/granat.wav
	frame	data/chars/misc/xplos/d01
	frame	data/chars/misc/xplos/d02
	burn	12 30 124 91 50 1 0 0 0 10
	dropv	3 4 0
	frame	data/chars/misc/xplos/d03
	frame	data/chars/misc/xplos/d04
	frame	data/chars/misc/xplos/d05
	frame	data/chars/misc/xplos/d06
	frame	data/chars/misc/xplos/d07
	burn	0 0 0 0
	frame	data/chars/misc/xplos/d08
	frame	data/chars/misc/xplos/d09
	frame	data/chars/misc/xplos/d10
	frame	data/chars/misc/xplos/d11
	frame	data/chars/misc/xplos/d12
	frame	data/chars/misc/empty

The blood explosion could work similar to that minus attacking stuffs

do you think if I only used a single pic like this one (see below) since the color is limited I might be able to avoid a palette nightmare?

Up to you. One frame is simpler but bad for the eye.
 
Bloodbane said:
Hmmm.... have you made simple explosion entity like this:
Code:
name	 	XplosX
type	 	none
lifespan	2
nolife		1
setlayer 	100000
candamage	player enemy obstacle npc
subject_to_gravity 0


anim	idle 
	delay	5
	offset	76 105
	quakeframe 0 4 1
	sound	data/sounds/granat.wav
	frame	data/chars/misc/xplos/d01
	frame	data/chars/misc/xplos/d02
	burn	12 30 124 91 50 1 0 0 0 10
	dropv	3 4 0
	frame	data/chars/misc/xplos/d03
	frame	data/chars/misc/xplos/d04
	frame	data/chars/misc/xplos/d05
	frame	data/chars/misc/xplos/d06
	frame	data/chars/misc/xplos/d07
	burn	0 0 0 0
	frame	data/chars/misc/xplos/d08
	frame	data/chars/misc/xplos/d09
	frame	data/chars/misc/xplos/d10
	frame	data/chars/misc/xplos/d11
	frame	data/chars/misc/xplos/d12
	frame	data/chars/misc/empty

The blood explosion could work similar to that minus attacking stuffs

do you think if I only used a single pic like this one (see below) since the color is limited I might be able to avoid a palette nightmare?

Up to you. One frame is simpler but bad for the eye.

It wouldn't be one frame sorry that was a typo it would be several variations of the spatter in the pic so it gets a little larger each frame...the last pic would be the entire pic above after the enemy bursts apart completely. 
 
one way is to spawn an entity that kills the entity you want to explode using a command after a frame, the entity can be spawned at coordinates or it can be spawned using script (there is many scripts to help spawn entities independent of the coordinates) or modify the script itself to execute the kill command
 
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